Starbound changelogs and release notes

Here you can find all the beta patch information, release notes and changelogs categorized by Stage and release name.
If an update has been released and it's not on here it's because I'm from Belgium and the update has probably been released while I was sleeping. I keep this up to date as fast as possible.

For a full description about the stages, or any info about the beta check out this thread.

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PROGENITOR(started December 4, 2013)
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ENRAGED KOALAFebruary 18, 2014

This update will allow us to add new biomes and make changes to worlds without the possibility of the player losing their world. There will likely be one more world wipe sometime in the future when we finalize the universe layout.
This won’t include a character/ship wipe, though, and you can still back up your worlds.

A ton of work has gone into our patching system. After this update, we’ll be able to push content updates as and when they’re completed, rather than waiting for big engine updates to be completed. Updates after this patch will come at a near daily rate.
Additional goodies:

It’s been quite some time since the last patch, and we have some very large changes dropping this release.

Code Changes:Absolutely massive changes to disk serialization (sorry reversers), which will allow us to never need to wipe players or ships again, and hopefully never need to wipe worlds again.

Related, we now have a proper versioning system for save files.

Added difficulty levels and permadeath characters to the game.

Packed assets into databases (speeds up startup significantly), and included asset packing and unpacking utilities with the distribution. This should also allow for easier distribution of mods, and easier construction and management of slimmed down distributions for dedicated servers (official server paks coming soon.)

Fixed various crash bugs related to a number of different issues (thanks for the bug reports, keep em coming.)

Speed up improvements with falling sand and other projectiles.

More efficient databases storage layout.

Documentation for lua functions have been written, and we’re going to release them soonish.

Removed NaN floats from the code for performance reasons (reenabled -ffinite-math-only), we had been using them to signal that the float is disabled or in an invalid state, but we have a system for that now.

Some internal changes that make maintaining code much happier for us, including better enum to string handling and much faster compiles.

Other minor things, too numerous to list here.

Fun Changes:

It’s no longer the holiday, so we’ve removed the holiday stuff for now, we’ll put them back when we have a better way of enabling it for holiday time.

PVP is now forced enabled within Sector X. If you’re in a party there’s no team damage though.

All player drops are persistent now. So if you accidentally throw your diamond drill down a mineshaft, you don’t have to suicide trying to get it back before it disappears.

We look forward to hearing what you think about the patch. This was a very big one this time around.______________________________________________________________________

ANGRY KOALADecember 23, 2013

A ton of new content in this update. We've added a bunch of new features to world generation
which might require you to start on a new universe. To make sure you get access to all the new
crafting items you either need to unlock sectors again or create a new character.

HUGE balance patch, every item, creature, armor and weapon rebalanced. Leveling system entirely rewritten. Although the balance is early, the system is much better than the old one and we can now improve balance over time.

Added early implementation of creature taming. (More features coming soon!)

Added new mining items.

Added new weapons.

Added new throwable items.

Added grappling hook.

Added new boss and new sector of the galaxy.

Added a stance system to weaponry, currently not used but it will allow us to add secondary attacks to weaponry very soon!

Tons of new sounds!

Guns more common in Tier 3.

Underground detached/rare biomes more common.

Underground random encounters more common.

Underground chests more common.

Ore rebalance. (Probably way to much ore at the moment, will be fixed later, enjoy it!)

Baby monsters.

New monster palette

Added pixel compressor for high cost banking. (Idea from Ncrpts)

Disable using the beamaxe to light caves underground.

Added new hats!

Some monsters now graze on grass. (Some can look ugly, needs finishing)

Added a dumb, quick way to advance through some of the tier 4-10 content (armors, weapons), just for fun. Complete tiers of content are coming really soon. I’d like to get 1/2 tiers of content done per week.

Fixed a bug where minibosses over level 11 were not dropping the rare items they were supposed to be dropping. They now drop guns. (Thank you to <ippia> for finding this)

Ufos should hopefully not fly off anymore, they were actually flying off to attack birds!

Tons of bug fixes.

Bartwe is working on the windows XP issues, not sure yet if it’ll be done by tonight but fingers crossed. Might be tomorrow.

Thanks, this is really useful! One question about Annoyed Koala, did it suddenly make unrefined Wood no longer useable as fuel? Or have I just been unlucky and found a specific type of wood that can't be used as fuel for some reason?

Thanks, this is really useful! One question about Annoyed Koala, did it suddenly make unrefined Wood no longer useable as fuel? Or have I just been unlucky and found a specific type of wood that can't be used as fuel for some reason?

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It did indeed. This could perhaps be temporarily or there could be other variants of fuel coming up.

Good additions in this update. Not happy about the wipe in open, paid beta. Can I sign up some where to get a notification when the game moves into phase 2?

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I have thought about something like that, a notification system. But I believe there will be enough hype when we go into stage 2 to notify everybody. If you check every other week you probably won't miss it

It is kind of ironic, that they said they wanted people to explore more, then removed the largest supply of fuel for your ship.

If you are going to add a fuel type, add it first then remove the old. dont remove the old leaving players with a small amount of fuel to play with

As it is, coal is a strained resource with its use in torches and steel. now it is the sole fuel source for trips that can cost a few hundred?

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I think the issue was that you could just cut down 7-9 trees in a minute and have enough fuel to travel to another galaxy. Part of what makes a sandbox exploration game more immerse is the time it takes to get things done. I personally get a real sense of accomplishment. I don't want this to feel like World of Warcraft where you can just ride a griffon directly to the foot of a raid boss.

Really happy about this game, glad the Dev team takes in the suggestions and inputs to make it better.
Have to say tho.
Unhappy about losing the two guitars I found, was playing Canon in D with a friend that had a Harp, called the band "Tenacious Space", decorated the ship with Banners, had a flaming sword.
The exact reason I don't play much even tho I love FTL is that when your character dies the game resets, transforming the game from a very cool exploration and "Build your own Sci Fi Story" game, into a "video game".
Having this random additions of items and planets and fashion stuff adds to creating a character, a story, I don't care about beating the final super-sayan-serpent or having 482 level 999 weapons.
But I understand :\, just wanted to cry about it on the forums .
I want to build a story and characteristics to have fun with friends and online .
I guess I would just wait till the game reaches an update that does not require wipe .

I think the issue was that you could just cut down 7-9 trees in a minute and have enough fuel to travel to another galaxy. Part of what makes a sandbox exploration game more immerse is the time it takes to get things done. I personally get a real sense of accomplishment. I don't want this to feel like World of Warcraft where you can just ride a griffon directly to the foot of a raid boss.

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While true, I also dont want to have to strip mine a planet just to go to the next solar system.
If they think trees are too easy, they should simply downgrade the tree to fuel ratio. instead of 1:1, go 4:1 or even 10:1 if it makes you happy that you need to deforest an entire sector. Just now testing higher levels takes more because you can't GET THERE. without a metric s--t ton of mining. So this game is no longer a sandbox EXPLORATION game it is now a sandbox COAL MINING game.